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#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
// qt_Matrix and qt_Opacity must always be both present
// if the built-in vertex shader is used.
mat4 qt_Matrix;
float qt_Opacity;
float displacement;
float xPixel;
float yPixel;
};
layout(binding = 1) uniform sampler2D source;
layout(binding = 2) uniform sampler2D displacementSource;
float linearstep(float e0, float e1, float x)
{
return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}
void main()
{
vec4 offset = texture(displacementSource, qt_TexCoord0);
offset.xy -= vec2(0.5, 0.5);
offset.xy = offset.xy * step(vec2(1.0/256.0), abs(offset.xy));
vec2 tx = qt_TexCoord0 + (vec2(-offset.x, offset.y) * displacement);
float e1 = linearstep(0.0, xPixel, tx.x);
float e2 = linearstep(0.0, yPixel, tx.y);
float e3 = 1.0 - linearstep(1.0, 1.0 + xPixel, tx.x);
float e4 = 1.0 - linearstep(1.0, 1.0 + yPixel, tx.y);
vec4 samp = texture(source, tx);
samp.rgb *= e1 * e2 * e3 * e4;
fragColor = samp * qt_Opacity * offset.a;
}
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